It’s been a while since I’ve done one of these, but based on the analytics, these are far more popular than I thought they would be. It seems there’s a lot of love for the C64 (as the Commodore 64 is affectionately known) and there are a lot of people in other countries that find these interesting at least, so I’ll continue doing them. Eventually, they will run out because I got all my C64 stuff via birthdays and holidays as the software was far too expensive for me to purchase with my own allowance as a child. Luckily, the C64 era spanned most of my tween and teen age years, so I have a fair amount of it that is pretty cool.
I actually want to talk about one of the ones that I enjoyed playing the most and a game that definitely inspired me as a child growing up in the 70s and 80s: a game called Karateka.
Karateka
So, Karateka was made by Jordan Mechner who also made a video game called Prince of Persia (PoP), which is now a currently dormant, but major, franchise owned by Ubisoft. At the time, however, I didn’t know about PoP, but as I was in to all things Martial Arts as a child, somehow I discovered this title and I thought it was absolutely awesome.
The gist of the game is that an evil warlord (Akuma) has kidnapped your one true love (Princess Mariko)and you had to fight through various warriors in the evil warlord’s palace to get her back. Yes, the damsel in distress trope was common in the games of the era. However, was was unique was the range of moves and motions that your character, the Karateka (which means, practitioner of karate as far as I’m aware), had available to him. Remember, this is years before a game like Street Fighter and Mortal Kombat. Games were lucky if there protagonist remotely resembled a person (I’m looking at you, the “cursor character from Adventure), so to get a human character who could punch, kick, and move away realistically was absolutely fantastic!
Action, Adventure, and a Little Chess-like Strategy
The game starts with you pulling yourself up onto a rocky crag where the evil warlord’s palace begins and you fight your first enemy. Your enemy is basically a “white belt” beginner and the challenge increases in terms of timing, moves, and belts as you delve deeper and deeper into the warlord’s palace. Along the way, there are eagles that you have to defeat with a well placed kick, otherwise they will attack and take valuable life away from you–life you’ll need to get through the ever-increasingly difficult fighters that lie in wait.
The game very much relied a timing system. It took your character a set time to throw a punch or a kick and it took the enemy a set time as well. However, as the enemies became more difficult, I remember their timing becoming slightly faster, although that could have been just memory–if I’m misremembering that, my apologies. One thing I know for sure, however, is that the enemies’ life increased dramatically as you went on. As you only had one life (yep, this was the era of one life games), this made it incredibly tense and super important not to get hit and squander one of your valuable life arrows (which went down in increments, if I remember correctly–no, I think it could go down in increments or if you caught a powerful punch/kick it could go down a full life arrow).
I found the instruction insert to the game and here are some of the strategies/story given:
“You can withstand only a limited number hits. The rows of arrows across the bottom left of the screen tells you how many. Every time you get hit, you lose one arrow. If your last arrow disappears, you die . . . As long as you avoid getting hit, your arrow supply will be replenished. Every guard has a different headgear and fighting style. As a rule, the guards get tougher as you advance into the palace. When you kill a guard, take advantage of the opportunity and run forward. Watch for danger when you’re standing or running. In these positions you’re vulnerable to attack — one well-aimed blow could kill you!”
Karateka Getting Started Insert
You Think the “SoulsBorn” Games are Hard?
It was incredibly difficult to go through the entire game. There are a couple of “traps” that you had to watch out along the way. I remember getting to one of the traps, a gate, and being stymied for literal months as to how to get through. It was only by happenstance one day where I was running and remembered the gate at the last minute and I “decoyed” the trap (yes, I don’t want to spoil this even though it is nigh on 30 years old at this point and no modern machine outside of emulators can even run this game properly). From there, I knew it could be done, but it was figuring out the parameters of the gate and its timing. I got to where I could pass it reliably, but it was still months before I would see the end of the game, after getting by another “trap” as well. This second one, I didn’t think was fair, and it also broke the internal logic of the game to me, as if it was “true,” it made no sense to me as to why/how the Princess could have been captured. This was a classic twist, that while surprising, didn’t really work with the fiction of the narrative and probably my first time figuring out that games functioned differently than other novels. There was a narrative/narrative rhetoric in what the story was doing, but there was also a procedural rhetoric (although I wouldn’t know the term until studying my PhD here at MTSU) in what the code was doing.
While the code/coding didn’t break the game and was entirely consistent with the concepts of “gameplay,” it most certainly broke the narrative, and showed the duality behind the game. You can have narrative structure and/or gameplay, but they aren’t at all the same and can be, at times, at odds with each other.
Favorite Game?
This was one of my favorite games as child, easily within my top 5. Was it my favorite game of all time? That I can’t say, but it was one that I finished as a child, and for a game this difficult, this was no small feat. It is also a game in which I was dedicated, I used problem-solving, and had a little bit of luck to see the gate’s “pattern/trick.” If this wasn’t my favorite game as a child, it was certainly close. I still remember the sweaty palms as I made my way into the inner sanctum of the palace with only a handful of life arrows remaining. Would I have enough skill or would my journey end at the hands of a combatant with way too many life arrows?
Karateka was an absolutely perfect game for my childhood. It had everything that I wanted in a game, compelling story, cool martial arts, and a new and unique (for the time) setting. It also had everything I needed as it was a well crafted game that rewarded patience over rushing in and a measured, tactical approach to combat so as to help one to utilize problem solving skills and timing.
I think this is probably one of the games that I consider formative to both me as a person and me as a gamer. Without Karateka, I don’t know that my love of games that require strategy and patience, like the original Tomb Raider games would have developed and blossomed as it has, so hat’s off to Jordan Mechner. We always talk about art inspiring and moving people, and I can definitely say that Karateka had an effect on me as a human being. For those who say video games aren’t art, well, you’re welcome to your own opinion, but essentially, you’re only looking at one dimension of games–the procedural one. Computer code is 1s and 0s, but just as novels are more than the words written on the page, so too, this game is much more, to me, than the sum of its parts.
Sidney
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Currently Working On (June 2021):
- Unhallowed (Weird Western Story)
2021 Revision: Completed; Out to Market. - Starlight, Starbright (Science Fiction Story)
2021 Revision: Completed; Out to Market. - The Independent (Science Fiction Story)
2021 Revision: In Progress. - To Dance the Sea of Storms (Fantasy Story)
Prewrite: Completed, Plan & Outline: Completed, Write a first draft: Completed, Revision: In Progress.